Robot Monkey wrote:Also, mabye have it so whenever a minifig grabs onto something, you have an X amount of turns until it breaks and the minifig goes flying.

The minifig could have to make a skill check with the structure level of the object added as a bonus. Additionally, the object takes 1d6 damage each round.
So either the minifig will fail to hold on long enough, or the object breaks. Since the object takes damage over time, the minifig will have a harder time holding on if he's on there for too long.

Robot Monkey wrote:Also, mabye have it so whenever a minifig grabs onto something, you have an X amount of turns until it breaks and the minifig goes flying.

The minifig could have to make a skill check with the structure level of the object added as a bonus. Additionally, the object takes 1d6 damage each round.So either the minifig will fail to hold on long enough, or the object breaks. Since the object takes damage over time, the minifig will have a harder time holding on if he's on there for too long.

great idea! Also, mabye we can applythe same rule with that to weapons. So even if a minifig can hold onto it long enough, eventually the weapon breaks. (except for weapons like OTC's and Nova Swords.)

And moving in space suck to it's pretty hard, I say if a minifig has a space suit but no rocket pack, that he must do a skill check to propel himself with farts (5+ skill roll, 3" movement) and because this is space movement carries over to the next turn

Example: TURN 1: A lonesome drifting astronaut tries to fart and succeeds and is propelled 3"
TURN 2: he tries to fart again but fails, he keeps moving 3" though.
Turn 3:He tries to fart again and succeeds he now has a speed of 6".

*CRAZYHORSE* wrote:And moving in space suck to it's pretty hard, I say if a minifig has a space suit but no rocket pack, that he must do a skill check to propel himself with farts (5+ skill roll, 3" movement) and because this is space movement carries over to the next turn

Example: TURN 1: A lonesome drifting astronaut tries to fart and succeeds and is propelled 3" TURN 2: he tries to fart again but fails, he keeps moving 3" though.Turn 3:He tries to fart again and succeeds he now has a speed of 6".

I know this is brikwars, and brikwars is unrealistik, but how can you fart through a spacesuit?

Warhead wrote:Crotchless space suit? Perhaps some sort of fitted multi-directional valve. I'd go with the valve otherwise if he follows through the spaceman could aspirate on his on faecal matter and die horribly.

that made my day, Warhead. And I think a jetpack is just a better idea in this case. If you have a spacesuit but no jetpack, and you're floating in space, tough luck.

*CRAZYHORSE* wrote:And moving in space suck to it's pretty hard, I say if a minifig has a space suit but no rocket pack, that he must do a skill check to propel himself...

... by throwing a held object in the opposite direction (SS13 physics for the win). The minifig moves a distance equal to 1/2 the skill check + the size of the throw object in the direction opposite he threw the weapon.

If the Skill result is a 1, he instead throws the object in a direction chosen by an enemy, and moves 1d6" in the opposite direction.

Either way, he keeps moving this speed, in the same direction, until he hits an object, or throw another object.

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Special Terrain: (The Void of) SpaceDifficulty 6Effect:Deadly Terrain: Space terrain is potentially lethal, and should be avoided at all costs. When a unit without some sort of life support touches space terrain or starts its turn touching space terrain, it makes a Skill roll (Use 6). If it fails the roll, it takes one wound* automatically, or 1d6 wounds if the roll was a 1.
Special:Momentum: While touching space terrain, a unit without a Flight speed (with rockets, or otherwise usable in space) must move the same speed and direction that he did on his last turn. As an action, the unit can throw a held object in any direction and make a Skill roll. The unit moves that many inches in the opposite direction of the thrown object, or 1d6" in a direction chosen by an opponent if the roll is a 1.

Special Terrain: Vacuum (of Space)Difficulty 6Effect:Attractive Terrain: When a unit moves within 12" of a vacuum breach or starts its turn within 12" of a vacuum breach, it makes a Skill roll (Use 6). If it fails, the target is pulled 8 - the roll inches toward the vacuum breach.
Special:Grab on!: A unit with a free hand (or who drops whatever he was holding to make a free hand) can grab onto any object he can reach before he makes his Skill roll. If the object is larger than the unit, he gets +1 Skill for the roll. If the roll fails, the unit loses its grip on the object, or part of the object breaks off and flies with him if the roll is a 1.

* - To put it as simply as possible, a "wound" is equivalent to the unit taking damage greater than its Armor roll exactly once.

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